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https://github.com/zhenyan121/Cubed.git
synced 2026-08-08 17:57:02 +08:00
refactor: renderer (#29)
* refactor(render): move render files to subdirectory, add RAII vertex buffer/array classes * refactor(render): encapsulate OpenGL textures into Texture class * refactor(texture): encapsulate textures with unique_ptr and bind methods Replace raw GLuint framebuffer textures with std::unique_ptr<Texture>. Update TextureManager to return const Texture* instead of GLuint. Use Texture::bind() for active texture binding. Add RGBA16F and RGB formats. Add texture parameter methods. Update destructors accordingly. * refactor(render): use Texture, VertexBuffer, VertexArray classes * feat(render): add FrameBuffer class to encapsulate framebuffer operations * refactor(render): extract world rendering into WorldRenderer class * refactor(render): rename projection and model matrix members for clarity * chore(render): remove unused matrix members * fix(texture-manager): correct delet_texture typo and add null checks for textures
This commit is contained in:
298
src/render/renderer.cpp
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298
src/render/renderer.cpp
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#include "Cubed/render/renderer.hpp"
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#include "Cubed/camera.hpp"
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#include "Cubed/config.hpp"
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#include "Cubed/debug_collector.hpp"
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#include "Cubed/dev_panel.hpp"
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#include "Cubed/gameplay/client_player.hpp"
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#include "Cubed/gameplay/client_world.hpp"
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#include "Cubed/primitive_data.hpp"
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#include "Cubed/render/renderer_constants.hpp"
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#include "Cubed/texture_manager.hpp"
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#include "Cubed/tools/font.hpp"
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#include "Cubed/tools/log.hpp"
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#include "Cubed/tools/shader_tools.hpp"
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#include <GLFW/glfw3.h>
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#include <format>
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#include <glm/gtc/type_ptr.hpp>
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namespace Cubed {
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Renderer::Renderer(const Camera& camera, ClientWorld& world,
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const TextureManager& texture_manager, DevPanel& dev_panel)
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: m_camera(camera), m_dev_panel(dev_panel),
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m_texture_manager(texture_manager), m_world(world),
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m_world_renderer(*this) {}
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Renderer::~Renderer() {
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if (m_init) {
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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m_outline_vbo.reset();
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m_outline_indices_vbo.reset();
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m_sky_vbo.reset();
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m_ui_vbo.reset();
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m_player_vbo.reset();
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glBindVertexArray(0);
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m_vao.clear();
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}
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}
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void Renderer::hot_reload() {
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auto& config = Config::get();
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update_fov(config.get<double>("player.fov"));
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}
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void Renderer::init(bool debug_on) {
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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Logger::error("Failed to initialize glad");
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exit(EXIT_FAILURE);
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}
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Logger::info("OpenGL Version: {}.{}", GLVersion.major, GLVersion.minor);
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Logger::info("Renderer: {}",
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reinterpret_cast<const char*>(glGetString(GL_RENDERER)));
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m_shaders.init();
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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#ifdef DEBUG_MODE
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if (debug_on) {
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glEnable(GL_DEBUG_OUTPUT);
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glDebugMessageCallback(
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[](GLenum, GLenum, GLuint, GLenum, GLsizei, const GLchar* message,
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const void*) {
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Logger::log(Logger::Level::L_DEBUG,
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std::source_location::current(), "GL Debug: {}",
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reinterpret_cast<const char*>(message));
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},
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nullptr);
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}
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#endif
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m_vao.resize(NUM_VAO);
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VertexArray::unbind();
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m_outline_vbo = std::make_unique<VertexBuffer>();
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m_outline_indices_vbo =
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std::make_unique<VertexBuffer>(BufferType::ELEMENT_ARRAY_BUFFER);
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m_player_vbo = std::make_unique<VertexBuffer>();
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m_quad_vbo = std::make_unique<VertexBuffer>();
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m_sky_vbo = std::make_unique<VertexBuffer>();
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m_ui_vbo = std::make_unique<VertexBuffer>();
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m_vao[2].bind();
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m_outline_vbo->buffer_data(CUBE_VER, sizeof(CUBE_VER));
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m_vao[2].attribute(0, 3, GL_FLOAT, 0, 0);
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m_outline_indices_vbo->buffer_data(OUTLINE_CUBE_INDICES,
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sizeof(OUTLINE_CUBE_INDICES));
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m_vao[1].bind();
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m_sky_vbo->buffer_data(VERTICES_POS, sizeof(VERTICES_POS));
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m_vao[1].attribute(0, 3, GL_FLOAT, 0, 0);
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m_vao[3].bind();
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for (int i = 0; i < 6; i++) {
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Vertex2D vex{SQUARE_VERTICES[i][0], SQUARE_VERTICES[i][1],
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SQUARE_TEXTURE_POS[i][0], SQUARE_TEXTURE_POS[i][1], 0};
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m_ui.emplace_back(vex);
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}
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m_ui_vbo->buffer_data(m_ui.data(), m_ui.size() * sizeof(Vertex2D));
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m_vao[3].attribute(0, 3, GL_FLOAT, sizeof(Vertex2D), (void*)0);
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m_vao[3].attribute(1, 2, GL_FLOAT, sizeof(Vertex2D),
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(void*)offsetof(Vertex2D, s));
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m_vao[3].attribute(2, 1, GL_FLOAT, sizeof(Vertex2D),
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(void*)offsetof(Vertex2D, layer));
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init_quad();
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init_text();
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hot_reload();
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m_world_renderer.init();
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VertexArray::unbind();
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VertexBuffer::unbind();
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m_init = true;
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}
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const Shader& Renderer::get_shader(const std::string& name) const {
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return m_shaders.get_shader(name);
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}
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void Renderer::init_quad() {
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m_vao[0].bind();
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m_quad_vbo->buffer_data(QUAD_VERTICES, sizeof(QUAD_VERTICES));
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m_vao[0].attribute(0, 2, GL_FLOAT, 4 * sizeof(float), (void*)0);
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m_vao[0].attribute(1, 2, GL_FLOAT, 4 * sizeof(float),
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(void*)(2 * sizeof(float)));
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}
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void Renderer::init_text() {
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m_vao[4].bind();
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DebugCollector::get().init_text();
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}
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void Renderer::render() {
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glDisable(GL_FRAMEBUFFER_SRGB);
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// clear screen
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glClearColor(0.0, 0.0, 0.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_world_renderer.render();
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render_ui();
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render_text();
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render_dev_panel();
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}
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void Renderer::render_text() {
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const auto& shader = get_shader("text");
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shader.use();
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_DEPTH_TEST);
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shader.set_loc("projection", m_ui_proj_matrix);
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auto& texts = DebugCollector::get().all_texts();
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for (auto& t : texts) {
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t.second.render(shader);
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}
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glEnable(GL_DEPTH_TEST);
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}
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void Renderer::render_ui() {
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const auto& shader = get_shader("ui");
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shader.use();
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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shader.set_loc("m_matrix", m_ui_model_matrix);
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shader.set_loc("proj_matrix", m_ui_proj_matrix);
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m_vao[3].bind();
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m_texture_manager.get_ui_array()->bind(0);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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Tools::check_opengl_error();
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glEnable(GL_DEPTH_TEST);
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}
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void Renderer::update(float delta_time) { m_delta_time = delta_time; }
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void Renderer::update_fov(float fov) {
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m_fov = fov;
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m_world_proj_matrix =
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glm::perspective(glm::radians(fov), m_aspect, NEAR_PLANE, FAR_PLANE);
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}
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void Renderer::update_proj_matrix(float aspect, float width, float height) {
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m_aspect = aspect;
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m_world_proj_matrix =
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glm::perspective(glm::radians(m_fov), aspect, NEAR_PLANE, FAR_PLANE);
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m_ui_proj_matrix = glm::ortho(0.0f, width, height, 0.0f, -1.0f, 1.0f);
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// scale and then translate
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m_ui_model_matrix =
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glm::translate(glm::mat4(1.0f),
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glm::vec3(width / 2.0f, height / 2.0f, 0.0)) *
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glm::scale(glm::mat4(1.0f), glm::vec3(50.0f, 50.0f, 1.0f));
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}
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void Renderer::updata_framebuffer(int width, int height) {
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if (width <= 0 || height <= 0)
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return;
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m_world_renderer.updata_framebuffer(width, height);
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FrameBuffer::unbind();
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m_width = width;
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m_height = height;
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}
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void Renderer::render_dev_panel() {
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glDisable(GL_DEPTH_TEST);
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m_dev_panel.render();
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glEnable(GL_DEPTH_TEST);
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}
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float& Renderer::ambient_strength() {
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return m_world_renderer.ambient_strength();
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}
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bool& Renderer::discard_transparent() {
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return m_world_renderer.discard_transparent();
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}
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bool& Renderer::shader_on() { return m_world_renderer.shader_on(); }
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bool& Renderer::water_perturb() { return m_world_renderer.water_perturb(); }
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bool& Renderer::water_depth_fade() {
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return m_world_renderer.water_depth_fade();
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}
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bool& Renderer::pbr() { return m_world_renderer.pbr(); }
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bool& Renderer::flip_y() { return m_world_renderer.flip_y(); }
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int& Renderer::shadow_mode() { return m_world_renderer.shadow_mode(); }
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int& Renderer::light_cull_face() { return m_world_renderer.light_cull_face(); }
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int& Renderer::light_size_uv() { return m_world_renderer.light_size_uv(); }
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float& Renderer::min_radius() { return m_world_renderer.min_radius(); }
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float& Renderer::max_radius() { return m_world_renderer.max_radius(); }
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int& Renderer::samples() { return m_world_renderer.samples(); }
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float& Renderer::specular_strength() {
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return m_world_renderer.specular_strength();
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}
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float& Renderer::cloud_speed() { return m_world_renderer.cloud_speed(); }
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float& Renderer::cloud_threshold_low() {
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return m_world_renderer.cloud_threshold_low();
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}
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float& Renderer::cloud_threshold_high() {
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return m_world_renderer.cloud_threshold_high();
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}
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float& Renderer::refract_strength() {
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return m_world_renderer.refract_strength();
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}
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float& Renderer::underwater_fog_density() {
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return m_world_renderer.underwater_fog_density();
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}
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float& Renderer::water_density() { return m_world_renderer.water_density(); }
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const Camera& Renderer::camera() const { return m_camera; }
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const ClientWorld& Renderer::world() const { return m_world; }
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ClientWorld& Renderer::world() { return m_world; }
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const glm::mat4& Renderer::world_proj_matrix() const {
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return m_world_proj_matrix;
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}
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const TextureManager& Renderer::texture_mamger() const {
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return m_texture_manager;
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}
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float Renderer::delta_time() const { return m_delta_time; }
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float Renderer::height() const { return m_height; }
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float Renderer::width() const { return m_width; }
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const glm::mat4& Renderer::p_mat() const { return m_world_proj_matrix; }
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const std::vector<VertexArray>& Renderer::vao() const { return m_vao; }
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} // namespace Cubed
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